// Start is called before the first frame update void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); boxCollider2d = GetComponent <BoxCollider2D>(); loadingBarScript = GameObject.FindWithTag("LoadingBar").GetComponent <LoadingBarScript>(); CursorManager.Instance.SetActiveCursorType(CursorManager.CursorType.ARROW); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); startPos = gameObject.transform.position; endPos = finish.transform.position; loadingBarScript = bar.GetComponent <LoadingBarScript>(); CursorManager.Instance.SetCursorVisible(false); }
// Start is called before the first frame update void Start() { leftHandScript = leftHand.GetComponent <HandScript>(); rightHandScript = rightHand.GetComponent <HandScript>(); loadingBarScript = bar.GetComponent <LoadingBarScript>(); prevBarAngle = bar.transform.rotation.eulerAngles; CursorManager.Instance.SetCursorVisible(false); }
void Start() { Instance = this; animator = GetComponent <Animator>(); PanelLoading.gameObject.SetActive(false); isBlackPanel = false; //Hide Slider Progress Bar in start }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); loadingBarScript = GetComponent <LoadingBarScript>(); Vector3 currentRot = transform.rotation.eulerAngles; currentRot.z += Random.Range(-0.1f, 0.1f); transform.rotation = Quaternion.Euler(currentRot); CursorManager.Instance.SetCursorVisible(false); }
// Start is called before the first frame update void Start() { _rigidbody2D = GetComponent <Rigidbody2D>(); extents = GetComponent <SpriteRenderer>().bounds.extents; startingPoint += extents; endingPoint += extents; loadingBar = GameObject.FindWithTag("LoadingBar").GetComponent <LoadingBarScript>(); }
// Start is called before the first frame update void Start() { loadingBarScript = GameObject.FindWithTag("LoadingBar").GetComponent <LoadingBarScript>(); handlePivot = GameObject.FindWithTag("HandlePivot"); if (loadingBarScript && loadingBarScript.gameObject.activeSelf) { loadingBarScript.SetFillPercent(10); initializedBar = true; } }
/* * summary * 씬 로드시 로드되어있는 씬일 경우 ActiveScene으로 설정 * 씬 로드가 안되어있을 경우 씬의 전환을 이룸. * summary */ public IEnumerator LoadScene(string sceneName, bool isLoading = true, bool isImediately = true, bool isAdditive = true) { Debug.LogFormat("LoadScene {0}", sceneName); // Scene in sceneNameList if (_sceneNameList.Contains(sceneName)) { foreach (var scene in _sceneNameList) { if (scene == sceneName) { Debug.Log("ActiveScene Change : " + sceneName); SceneManager.SetActiveScene(SceneManager.GetSceneByName(sceneName)); yield break; } } } else { yield return(new WaitForSeconds(0.1f)); //LoadLevelAsync함수를 통해 에셋을 로드대기 시키고 AssetBundleLoadOperation생성후 반환 AssetBundleLoadOperation request = AssetBundleManager.LoadLevelAsync(AssetManager.Instance._assetBundleKeys[ASSET_TYPE.GAME_SCENES], sceneName, isAdditive); if (request == null) { yield break; } if (isLoading) { LoadingBarScript loading = GameObject.Find("Script").GetComponent <LoadingBarScript>(); StartCoroutine(loading.SetLoadingProgressBar(request)); } while (!request.IsDone()) { yield return(null); } if (isImediately) { SceneManager.SetActiveScene(SceneManager.GetSceneByName(sceneName)); Debug.Log("씬 활성화 : " + SceneManager.GetActiveScene().name); } _sceneNameList.Add(sceneName); } }
// Start is called before the first frame update void Start() { loadingBarScript = bar.GetComponent <LoadingBarScript>(); }